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[Mod] Low Magic World for BGEE, SoD, BG2EE, IWDEE

subtledoctorsubtledoctor Member Posts: 11,469
edited October 2017 in General Modding
So, @Aquadrizzt and I have been working on a few little mini-mods designed to tone down the power of mages and magic generally. We are both sort of out of the game at this point, so I figured we should release what we have done, even though it isn't quite a unified finished project. So I give you the Low Magic World.

This mod consists of several components which are completely independent of each other. You can install whichever ones seem cool, and ignore any others.

Here is the download link (choose "download source code (.zip)")

And here is a description of the various components:

Component #100: No Generic Magic Items

This component aims to reduce the amount and influence of magic items that are barfed all over the world. Part of this is just for show: it removes the fourth-wall-breaking "+1," "+2," etc. from item names. Also, it de-enchants almost all "generic" magical equipment and standardizes the enchantment levels of weapons for purposes of which enemies they can hit:

- ALL generic +1, +2, and +3 items become "Mastercraft" items, forged with unusual materials and skill but not actually enchanted.
- All named weapons that were formerly from +1 to +4, become +3 weapons for purposes of what they can hit - though their bonuses and magical abilities remain unchanged.
- All upgraded weapons and originally +5/+6 weapons become +5 for purposes of what they can hit.

(This component does not work on IWDEE - too many items are defined and recognized by the "plus" in their names and descriptions.

Compatibility: this component covers the same ground as the SCS component "Make +1 Weapons Into Fine Weapons." This component also has other effects, of course. You should not install that component of SCS if you want to use this component.

Component #200: No Spell Level Scaling

This component limits the power of spellcasting, by removing level scaling is from all spells. So Fireballs will only ever do 5d6 damage, DUHM will only ever add 1 point to your stats, etc.

Component #300: Reduced Spell Durations

This component further limits the power of spellcasting by reducing and standardizing all spell durations, to 3 rounds, 6 rounds, 2 turns, or 4 hours, depending on the duration of the original spell. These values are configurable in the mod's setting .ini file.

Component #400: Increased Price of Magic Scrolls

This component increases the price of scrolls. Arcane scrolls that allow you to learn spells will be 100 times the square of the spell level (so, 100gp for 1st-level spells, up to 8,100gp for 9th-level spells), or simply triple the vanilla scroll price. Other scrolls will be triple the normal price. These formulae are configurable in the mod's settings .ini file.

Component #500: Weaponized Wands

This component changes most of the wands in the game into magical weapons for use by arcane spellcasters. Wands always hit, do not benefit from weapon proficiencies, cannot critically hit, set attacks per round to one and have a range of 30 feet.

- Wand of Missiles: 2d3 magic damage
- Wand of Fire: 2d4 fire damage (save vs. wand -2 for half damage); choice of two different area of effect patterns (30' ray, 3' burst)
- Wand of Frost: 1d4 cold damage; slows for 2 rounds (save vs. wand -2 negates slow) (in IWD, this replaces the Wand of Freezing Death)
- Wand of Lightning: 1d6 electric damage; can pierce through creatures and bounce off walls
- Wand of the Heavens: 1d4 fire damage; +1d4 magic damage against evil (druids and priests only)
- Wand of Cloudkill: 1d6 poison damage; slays creatures with 6 or fewer HD (save vs. wands -2 negates slay)
- Wand of Corrosion: 1d4 acid damage; -2 penalty to Armor Class for 1 round (IWD only)
- Wand of Many Missiles: 5d3 magic damage (IWD only)
- Wand of Fear: panic for 2 rounds (save vs. wands -2 negates)
- Wand of Paralyzation: stun for 1 round (save vs. wands -2 negates)
- Wand of Sleep: sleep for 2 rounds or until damaged (save vs. wands -2 negates)
- Wand of Polymorph: polymorph into a squirrel 1 round (save vs. wands -2 negates)
- Wand of Cursing: choice of either blind for 2 rounds or silence for 2 rounds (save vs. wands -2 negates either)
- Wand of Spellstriking: choice of either remove combat protections (4th level or lower) or remove spell protections (4th level or lower) (save vs. wands -2 negates either)
- Wand of Summoning: summon an ogre, hogoblin, dire wolf, or gnoll adjacent to target for 2 rounds

Component #600: Slower XP Advancement for Fighters and Rogues

Since this mod can pretty severely weaken spellcasters, relative to warriors, it makes sense that warriors should advance in poer more slowly. This component puts fighters onto the paladin/ranger XP table, and puts thieves and bards onto the old fighter XP table.

Component #700: Reduced Magical Item Slots

This component reduces the number of magical items that one can equip at once to either one (first subcomponent) or two (second subcomponent). Armor and weapons are not affected by this component, and helmets are not affected by default. The item types that are affected by default are amulets, belts, boots, gloves, rings, and cloaks, although you can change which item types are affected via the .ini file.

Cheers!

ArctodusStummvonBordwehrDjinnAerakarMantis37semiticgodGrammarsaladRaduzielAquadrizztArunsun[Deleted User]

Comments

  • DjinnDjinn Member Posts: 75
    This is so friggin awesome!!!!

  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited November 2017
    Thank you for sharing! There are many useful and interesting components here. The wands component reduces wizard micro-managing somewhat, and the spell scroll price hike makes you appreciate scrolls in treasure piles all the more - and seek out Potions of Genius etc. much more actively. Etc. All these lead to a much more involved and perilous game, radically different from just activating three Wands of Fire and mopping up any survivors with your frontliners. There will be much more micro-managing and use of potions, backstabbings, careful attention to (paltry) buffing spells, etc. I will have to try this.

    AerakarDjinn
  • @subtledoctor : are wands still limited by charges ?

  • bob_vengbob_veng Member Posts: 2,295
    @subtledoctor
    are there different levels of masterworkiness or are +1, +2, +3 all replaced with one category of quality normal weapons

  • subtledoctorsubtledoctor Member Posts: 11,469

    @subtledoctor : are wands still limited by charges?

    Nope.
    bob_veng said:

    @subtledoctor
    are there different levels of masterworkiness or are +1, +2, +3 all replaced with one category of quality normal weapons

    Nope. They all become, effectively, +1 weapons.

  • @subtledoctor : are wands still limited by charges?

    Nope.
    Slings will be a thing of the past! Darts go straight out the window!

    This is actually a significant UPgrade of single-classed wizards! - if you install nothing else, at least.

    Not that I am complaining. It's a great feature, alone or with the entire thing installed.

    Queegon
  • Mantis37Mantis37 Member Posts: 1,050
    Very very interesting. I'm sure that there may be some balance issues to sort out but I look forward to doing a playthrough with this. Possibly with a monk >:) .

  • bob_vengbob_veng Member Posts: 2,295
    edited November 2017


    Nope. They all become, effectively, +1 weapons.

    yeah, thought so. great!

    about level scaling: can you make it so that only specialists can get scaled spells in their school?

  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited November 2017
    bob_veng said:


    Nope. They all become, effectively, +1 weapons.

    yeah, thought so. great!

    about level scaling: can you make it so that only specialists can get scaled spells in their school?
    THAT would be amazing - and would interact really interestingly with @Aquadrizzt 's Tome and Blood revised specialists (who can access all schools of magic except necromancy, but get special bonuses when casting spells from their own school). I think I'd like that combination, actually - would really stress that specialists are specialists in their field and competent amateurs, at best, in other fields. *

    (* Like, I'm an English ESL teacher. I can read basic French and Spanish though I've never studied those languages and probably identity word classes and basic sentence structures by drawing on grammar knowledge in the abstract; and I can use some basic but appropriate Poli-Sci terms in English class, too [because ESL is about society and grammar as much as it is about literature]; but that's about as good as it gets, and I'm not likely to improve to anywhere near a point where I'd be considered competent in those fields. I'm a specialist in one field, not a generalist of many.)

    Post edited by Contemplative_Hamster on
  • subtledoctorsubtledoctor Member Posts: 11,469
    That's a very good idea but I don't think it's possible. At least not in a way that doesn't make too many functional compromises in other ways. Probably. I'll think about it.

    Don't worry though, we have WAY cooler stuff on tap for Specialists.

  • subtledoctorsubtledoctor Member Posts: 11,469
    edited January 2018
    A quick note on install order: the 1st component of Scales of Balance ("YARAS") should be installed before the 1st component of this mod. That is a definite rule. (You'll notice that the 1st component here is basically just a more-extreme version of the 2nd component of SoB.)

    I think this mod can just be installed after all of SoB.

    Post edited by subtledoctor on
  • Emardon_LareousEmardon_Lareous Member Posts: 6
    With the component to remove magic resistance from Scales of Balance and perhaps changing spells with no save into Save -10 that would be an interesting way to balance magic a little with being able to buff saves being a reasonable alternative when fighting cheesy demiliches. Removing spell levelling is great! Shame the text isn't standardised for easy editing

  • DanacmDanacm Member Posts: 738
    @subtledoctor have you thinking about a mod that remove the actual to hit enchant level system ? Is it possible to make, isnt it ?

  • subtledoctorsubtledoctor Member Posts: 11,469
    Danacm said:

    @subtledoctor have you thinking about a mod that remove the actual to hit enchant level system ? Is it possible to make, isnt it ?

    The easiest way to do that (because I already have code for it that could probably be tweaked in under 10 minutes) is to change every weapon to have +5 enchantment. This would have collateral consequences: the Mantle/Absolute Immunity spells would become useless. (It would work well with Spell Revisions though, since it changes the way those spells work.) Also the end-of-SoA bonus that makes you immune to +1 weapons would be useless, as would stuff like the Aslyferund Elven Chain.

    Probably the better way would be to patch creatures who have any kind of immunity, to remove it. Certainly doable, I just don't know how because I haven't looked into it.

    But this mod and my Scales of Balance weapon mod already go a good way in that direction, by making every named magic weapon equal to +3, and every artifact-level weapon equal to +5. +3 can hit 99% of creatures in the game, so the "can I hit this enemy?" game is restricted to 3 or 4 boss-level creatures and mages under Absolute Immunity. The only difference between the two is, SoB makes all generic magic weapons into +2, while this one makes them into +1 "fine" weapons.

  • subtledoctorsubtledoctor Member Posts: 11,469
    A playtesting note:

    In my recent install I've added the "Reduced Spell Durations" component to my game, and it's going well. I cast Entangle and Grease for some crowd control against Lamalha and the amazon Assassins, and the effects disappeared pretty quickly, leaving me scrambling. On the other hand their Hold Person wore off quickly as well - Hold is no longer an automatic death sentence. This means such spells present small tactical shifts in how the battlefield is tilted, but not an automatic win. It's working great so far. We'll see how it scales.

    The "No Spell Scaling" component is still to extreme for me :lol:

    Djinn
  • bob_vengbob_veng Member Posts: 2,295
    how about scale at 1/2 speed or 1/3 speed?

    or scale at 1/1 speed -10 levels or some calculation like that

  • AquadrizztAquadrizzt Member Posts: 958
    @bob_veng , scaling at reduced speeds would require reading every spell header in every spell and patching a lot of them (which is doable). I believe that currently, the mod either deletes all but the first header or elevates the remaining headers to unattainable caster levels. Probably the first one if I had to guess.

    Your idea is definitely doable, but would require a bit more time than SD and I collectively have time for, unfortunately.

    bob_veng
  • Mantis37Mantis37 Member Posts: 1,050
    This mod won't apply to enemies will it, only to the party? Not that most opponents tend to cart around as much gear as the PCs...

  • AquadrizztAquadrizzt Member Posts: 958
    The limited magical items component does not do anything to enemies, it just reclassifies everything as either rings or amulets so they all use the same slot(s). No effect on any non-party NPC.

    Mantis37Djinn
  • subtledoctorsubtledoctor Member Posts: 11,469
    edited February 2018
    Not sure what/how should be applied to enemies... most enemies already have two or fewer wondrous items. Spell scaling and durations definitely affect enemy spells equally, and the weapon changes do as well.

    The only part that might need more integration - and would be interesting to integrate - would be Weaponized Wands.

    Djinn
  • DjinnDjinn Member Posts: 75
    This is seriously the best mod ever!!
    I hope you get the time/inclination to figure if and how to implement the weaponised wands component for enemies as well.

    I love it because it completely reimagines how magic fits into combat, both tactically AND strategically.
    I also prefer settings where magic is weird and rare, and this always bothered me about FR. You just fixed the forgotten realms for me :D

    subtledoctorAquadrizzt
  • AquadrizztAquadrizzt Member Posts: 958
    I think a validation code wouldn't be too difficult to write for Weaponized Wands and Limited Magic items. Making sure AIs use them properly would be hard is what would be difficult.

    @Djinn, glad you're enjoying it. A lot of these changes are taken from 5e, which is distinctly lower magic than 2e/3e/PF and I've tried to make minor 5e-style tweaks in a bunch of my mods. I think a lower magic game certainly offers non-magical characters to shine a little brighter.

  • subtledoctorsubtledoctor Member Posts: 11,469

    I think a validation code wouldn't be too difficult to write for Weaponized Wands and Limited Magic items. Making sure AIs use them properly would be hard is what would be difficult.

    Well, the nice thing is that they are just missile weapons now, right? So if the game can have kobolds or hobgoblins or the fastest dart-thrower in the west ise misdike weapons effectively, then it should be able to do so with these.

  • AquadrizztAquadrizzt Member Posts: 958
    I... uh... might have coded them as melee weapons for some reason. I'll check and fix that if necessary when I have a moment.

  • subtledoctorsubtledoctor Member Posts: 11,469
    I actually think they would be better as melee weapons. But when I tried something like this with the Wizard's Staff from MSfM, I had issues with the attack/damage animations if you had cosmetic attacks on. Curious if you found a way around that... maybe coding them with "set final APR" like the Chesley Crusher?

  • Mantis37Mantis37 Member Posts: 1,050
    Unfortunately this mod, even with recent Weidu versions, gets a weidu parsing error when opening:

    [low_magic/language/en_US/setup.tra] ERROR at line 441 column 1-0
    Near Text:
    Parsing.Parse_error
    ERROR: parsing [low_magic/language/en_US/setup.tra]: Parsing.Parse_error
    ERROR: problem parsing TP file [LOW_MAGIC/LOW_MAGIC.TP2]: Parsing.Parse_error

    FATAL ERROR: Parsing.Parse_error

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